In Development
The title Bannor as well as some features are not yet fully fleshed out and my partially be replaced in the future.
The Core Concept
Blood, strategy and honor. Bannor is a competitive battle game. You are thrown into the action with a team or alone to establish your rule, raise an army, conquer the lands of your enemy and defeat them for good.
Who are we making this game for
“Battles are not won by a perfect warrior, a great strategist nor any other singular aspect. They are won by the synergies of multiple actors with their own specific interests, qualities and experiences. You become a top player by finding strategies and finding out how to best provide value for your team constellation.
There are many great games focusing on aspects of what I envision here and which we are taking inspiration from. We are not looking for only hardcore, only casual nor only the middle type of player. We seek to provide an activity based experience that scales with aspects of play, typical games do not yet grasp.
If you are looking to play a stealthy scout, following enemy formations, sending messages back to your team via raven, while assassinating your targets, you can do that.
If you desire to act as an honorable warrior, seeking to collect scars in battle, defend your team mates and seek out one on one duels to decide a battle, you can do that.
If you desire you are in for the administration, you can plan your team’s fortifications, administrate and min max it’s processes, you can do that.
All the custom play styles can be specialized for by building your own persistent character like in a classic MMO. They all can provide major game carrying values to your team.” ~ Maximilian Schecklmann, Head of the Studio
The Funding
Our head is personally financing the production with his own funds. As we are very early in the lifespan of our studio we are still quite slow in comparison to what we will achieve, when funding shows up.
The main funding we seek is from you, our player. For who we are working to enrich the experience and create a true third place to wind down and challenge yourself in an unique setting.
Monetization
We do not desire to create a unicorn product to make infinite amounts of money. Our team consists of very talented artists, engineers and visionaries in their respective fields and we seek to make enough money to fund full time salaries and an office we can work in. To make our artistic visions independent of financial investor expectations to make the most money.
The game will feature visual components, available for purchase in the range of cents to a few euros per item. Many of these will be available for crafting by specialized characters, like re-colors, re-textures, engravings or even custom weapons. To give back some value to our creatives in the community we will also feature a community market place for assets provided by players. Meaning independent artists can create and provide assets to the market and receive a major cut of the profits made by the respective pieces.
If we ever endorse any advertisement contracts with partners we will make it optional for you as a player, via a check mark in the game settings menu. Excluding assets equipped by other players.
The Risk
With this project we chose a niche in a very competitive market, dominated by shooters, decades old studios with giant budgets and entrenched expectations. But, to stay in the spirit of our tactical game, a weakness always reveals an opportunity to be grasped. Our’s is freedom of choice. Not only in adding new features, but improving established features and listening to our audience without the pressure of feature deadlines.
We are very aware that this game can only work out, when we are able to provide this very unique and special experience, the market and studio investors are scared of. In Bannor we seek to serve a small interest niche.
Special Feature Stack
We love coming up with new ideas and ways of doing things. We are currently working day and night to provide you with a nice preview of our features.